Mods introducing new content into the game.
Large total conversion mods.
Small changes concerning balance, gameplay, or graphics.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Scenarios, maps, and puzzles.
Collections of mods with tweaks to make them work together.
Translations for other mods.
Lua libraries for use by other mods and submods that are parts of a larger mod.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
More than just chests.
Change blueprint behavior.
Play it your way.
Output the same constant circuit network signal for all Global constant combinator entity. To set the signal, copy a constant combinator entity and press CONTROL + SHIFT + left mouse button.
A small mod that adds craftable saplings that grow into vanilla trees, and a way to farm them
[OUTDATED] Look for Teleportation_Redux by Silari. Devices for the teleportation. Techs for mid- and late-game. You can teleport either to the special beacons or as far as you see (also usable in zoom-ro-world mapview). You can also use Telelogistics part after both enabling it through the in-game mod settings menu and researching the technology. Just place a Teleprovider, press R on it and select a destination Beacon. Need feedback about telelogistics energy cost.
Mods introducing new content into the game.
Stone/Coal/Iron/Copper/Uranium/Oil deposits are infinite and do not deplete. Mining speed is default, despite displayed yield over 100%. Oil extraction is dependant on richness of an oil field as in vanilla, however it will not drop below whatever yield it is found with.
Mods introducing new content into the game.
Allows players to queue research, view research by required science packs, and automatically queue prerequisites for desired tech. Special thanks to Chrisgbk for 0.16 update.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Removes trees from building platforms for better use with the Tree Challenge mod.
Make Angel's smelting recipes the best way by disabling direct ore smelting in furnaces. It forces you to go in the advanced metallurgy path. Need angel's smelting.
Small changes concerning balance, gameplay, or graphics.
Allows you to set a desired hand crafting multiplier for your player.
Add machines that use craftable and refurbishable filters (and electricity) to clear pollution
This mod for mod developers and scenarios. Adds fake tiles. Players can't build anything on the tiles but can walk on the tiles. Check https://github.com/ZwerOxotnik/zk-lib though
Small changes concerning balance, gameplay, or graphics.
Makes all resources infinite as oil. Keeps the yield from dropping below 100%.
Extends the way circuits and solar panels are manufactured in a simple yet challenging way. All recipes are balanced and vanilla compatible.
Mods introducing new content into the game.
Small changes concerning balance, gameplay, or graphics.
Can you beat the game without killing any trees? This mod makes trees (mostly) invulnerable, unselectable, and have reduced collision so they don't get in your way as much.
Self-sealing stem bolts are, as their name suggested, stem bolts that seal themselves.
Increases the cost of underground belts to realistic amounts.
Mods introducing new content into the game.